CnB | Chandy
Smash Journeyman
Now that I have some extra free time on my hands I want to attempt a larger scale research project. I've been dabbling in low tier optimization for a while now but it has usually been in the form of self-contained pieces of specific tech or tools. That kind of thinking is useful in its own right, but I've yet to take a measured, quantifiable approach to improving an entire aspect of a certain character's play, which will be significantly more complex and difficult.
However, I think the practice in itself will be more rewarding, as it could serve as a template for future optimization attempts across the rest of the cast. I plan to carefully monitor the method by which the research is collected, analyzed, and then implemented into actual play, which will provide valuable experience and allow me to streamline the process later. At the very least it will be an interesting exercise in competitive theory, and if we all put our heads together I think everyone here would be better off for it.
I should offer the disclaimer that I don't play Young Link and I don't even plan on developing Young Link as a secondary. I put nearly all of my work into DK these days, but I've chosen to focus on Young Link for this project for the following reasons:
As you can see I have identified the first topic of discussion, which will be edgeguarding space animals. We don't necessarily have to exhaustively "solve" a certain topic completely before moving on, but I want to spend a good amount of time on each one. Enough to generate a significant body of analyzed footage and provide satisfying answers to relevant questions that I will identify at the beginning of each topic. Possible future topics include dthrow tech chases, defensive ledge options, and character specific down-air KO set-ups. As this is a crowdsourced guide, however, I'm open to suggestions on what we should research and how we should go about researching it.
The guiding questions of this topic are:
1) In general, when is it best to edgeguard a spacie from the ledge and when are you better off staying on stage? Consider variables that will produce a unique or varied "recovery decision tree" like whether or not they have a double jump, whether or not they will need to use their double jump, the varying heights at which they can choose to side-B or up-B when recovering high or on stage, and whether or not they are in a position to recover with a non-standard option as a mix-up, like riding the wall to sweetspot from below, shortening to ledge from above, or airdodging up to grab ledge.
2) Depending on their percent and DI, a spacie may get sent at varying angles and end up in various locations offstage against Young Link. Because of this, a spacie may take a longer or shorter amount of time tumble down into a range where he can attempt to get back on stage or to the ledge by committing to an option. This means you will have a varying amount of prep time to pull bombs, throw boomerangs, take ledge, or charge a smash attack based on how long it takes for a spacie to enter your sphere of influence, including possible shinestalls and the start up of Firefox or Illusion. Given x amount of prep time and y "recovery decision tree" circumstances (see above), what is the optimal configuration of projectiles you should throw (or otherwise prepare, in the case of a bomb or a charged arrow) to cover the most options and lead to the best chance of a successful edgeguard.
3) At what point does the reward of going out after a spacie to edgeguard them proactively (by trying to hit them out of their up-B, side-B, or double jump as opposed to waiting onstage or at the ledge to edgeguard them reactively) outweigh the risk of screwing up and getting counter-edgeguarded yourself or, at the very least, giving up stage control? What moves should you use when attempting a proactive edgeguard that will be non-committal enough minimize your risk in case of failure while still being strong enough to achieve a positive result (either ending the edgeguard with a kill or ending up in a position to reasonably continue the edgeguard assuming good reaction time, solid execution, and perfect decision making) if executed successfully? Consider the variables that contribute to the various different "recovery decision tree" circumstances as mentioned in the above two questions. Also consider whether or not you have a bomb or time to pull one.
I don't expect anyone to answer those questions right now, and that's okay. You can try if you want, it may be a good exercise in articulating what you already know on the subject. Identifying what you think you do or do not know will certainly help you as you move forward in your own research and theory craft. If you have a guiding question that you think it will help us to look into, please let me know what it is and I'll add it to the list.
Preliminary thoughts? I'm really tired right now, that was a lot of writing. TOMORROW (or maybe not tomorrow if I'm busy or lazy) I will explain the method by which we will start our research. The first phase will be all about footage analysis. If you know of footage of Young Link vs a spacie (doesn't have to be your own play) that includes a particularly good edgeguarding sequence, please track it down. I will be providing a template for analyzing footage that allows us to produce detailed write-ups that accurately and efficiently catalog all the variables and conditions that go into an edgeguarding sequence. When we have all this data compiled in a uniform and itemized format, it will be significantly easier to go about answering the guiding questions.
However, I think the practice in itself will be more rewarding, as it could serve as a template for future optimization attempts across the rest of the cast. I plan to carefully monitor the method by which the research is collected, analyzed, and then implemented into actual play, which will provide valuable experience and allow me to streamline the process later. At the very least it will be an interesting exercise in competitive theory, and if we all put our heads together I think everyone here would be better off for it.
I should offer the disclaimer that I don't play Young Link and I don't even plan on developing Young Link as a secondary. I put nearly all of my work into DK these days, but I've chosen to focus on Young Link for this project for the following reasons:
- There does not exist a significant amount of Young Link information that would make our effort pointless. The guides on this forum are either limited in scope or so outdated that they are no longer relevant to the current meta beyond the very basic stuff. The insight offered in the discussion and video threads is useful, but sporadic and decentralized, as well as somewhat inconsistent and unclear at times. The end result of this project would provide a recent and relevant knowledge base for competitive Young Link play that reflects the same level of efficiency and structural development the other relevant characters have seen.
- There are some areas of play in which Young Link isn't completely hopeless. There are some areas of play in which Young Link will likely never stand a chance. At present there is enough room for improvement in his good areas of play that we will confine our research to areas in which we know optimization will provide an objectively quantifiable improvement in his competitive potency. For example, Young Link presently struggles in the spacie match-ups. Choosing to play Young Link in tournament, even if you have a secondary for use against spacies, will inevitably expose you to the possibility of running into game 2 or 3 spacie counterpicks. Thus, even though it is probably not the best idea to use Young Link against spacies, knowing the best way to edgeguard space animals will improve your chances of winning a set over an opponent with a pocket Fox or Falco.
- I have a friend who plays Yung $$$ and I know more information would really help him out.
- There exists no conflict of interests when researching a character I don't play or ever plan on playing. I am not obligated or inclined to keep information to myself to give myself any sort of advantage over the rest of the playerbase. Because I don't actually have to play Young Link, I won't get tired of the character or become discouraged or anything like that. I am in it for purely for the learning experience and the challenge.
As you can see I have identified the first topic of discussion, which will be edgeguarding space animals. We don't necessarily have to exhaustively "solve" a certain topic completely before moving on, but I want to spend a good amount of time on each one. Enough to generate a significant body of analyzed footage and provide satisfying answers to relevant questions that I will identify at the beginning of each topic. Possible future topics include dthrow tech chases, defensive ledge options, and character specific down-air KO set-ups. As this is a crowdsourced guide, however, I'm open to suggestions on what we should research and how we should go about researching it.
TOPIC 1: EDGEGUARDING SPACIES
Young Link has a haxdash, a 14 frame invincible ledgedash, two good projectiles and one situational one, several disjointed aerials and grounded options, a walljump, great aerial mobility, a very fast ledge grab with his runoff up-B, a recovery that allows him to go fairly deep for kills, and a great persistent hitbox sex kick in his nair. With all of those tools, it is undeniable that he has the potential to edgeguard space animals very well. I am not claiming that he has an edgeguarding flowchart that is as robust as Marth's or Sheik's in the spacie match-up, but there is certainly room for optimization here. Given how much YL struggles against Fox and Falco, knowing what do when you create an edgeguard opportunity is essential, whether you're a solo YL hero or you've been counterpicked with a spacie and now have to play out game 2 on Stadium or FD with your pocket/secondary YL, because you're a goober.
The guiding questions of this topic are:
1) In general, when is it best to edgeguard a spacie from the ledge and when are you better off staying on stage? Consider variables that will produce a unique or varied "recovery decision tree" like whether or not they have a double jump, whether or not they will need to use their double jump, the varying heights at which they can choose to side-B or up-B when recovering high or on stage, and whether or not they are in a position to recover with a non-standard option as a mix-up, like riding the wall to sweetspot from below, shortening to ledge from above, or airdodging up to grab ledge.
2) Depending on their percent and DI, a spacie may get sent at varying angles and end up in various locations offstage against Young Link. Because of this, a spacie may take a longer or shorter amount of time tumble down into a range where he can attempt to get back on stage or to the ledge by committing to an option. This means you will have a varying amount of prep time to pull bombs, throw boomerangs, take ledge, or charge a smash attack based on how long it takes for a spacie to enter your sphere of influence, including possible shinestalls and the start up of Firefox or Illusion. Given x amount of prep time and y "recovery decision tree" circumstances (see above), what is the optimal configuration of projectiles you should throw (or otherwise prepare, in the case of a bomb or a charged arrow) to cover the most options and lead to the best chance of a successful edgeguard.
3) At what point does the reward of going out after a spacie to edgeguard them proactively (by trying to hit them out of their up-B, side-B, or double jump as opposed to waiting onstage or at the ledge to edgeguard them reactively) outweigh the risk of screwing up and getting counter-edgeguarded yourself or, at the very least, giving up stage control? What moves should you use when attempting a proactive edgeguard that will be non-committal enough minimize your risk in case of failure while still being strong enough to achieve a positive result (either ending the edgeguard with a kill or ending up in a position to reasonably continue the edgeguard assuming good reaction time, solid execution, and perfect decision making) if executed successfully? Consider the variables that contribute to the various different "recovery decision tree" circumstances as mentioned in the above two questions. Also consider whether or not you have a bomb or time to pull one.
I don't expect anyone to answer those questions right now, and that's okay. You can try if you want, it may be a good exercise in articulating what you already know on the subject. Identifying what you think you do or do not know will certainly help you as you move forward in your own research and theory craft. If you have a guiding question that you think it will help us to look into, please let me know what it is and I'll add it to the list.
Preliminary thoughts? I'm really tired right now, that was a lot of writing. TOMORROW (or maybe not tomorrow if I'm busy or lazy) I will explain the method by which we will start our research. The first phase will be all about footage analysis. If you know of footage of Young Link vs a spacie (doesn't have to be your own play) that includes a particularly good edgeguarding sequence, please track it down. I will be providing a template for analyzing footage that allows us to produce detailed write-ups that accurately and efficiently catalog all the variables and conditions that go into an edgeguarding sequence. When we have all this data compiled in a uniform and itemized format, it will be significantly easier to go about answering the guiding questions.